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Old November 17th, 2006, 03:19 AM

Elsemeravin Elsemeravin is offline
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Default Re: Unit Launch options

I see, the first example was a bad one
Of course if the two generation of components are so different then you are stuck in the well.

Like I am for my big spreadsheet defining 5/6 types of cloaking/sensors on different levels with interaction (like camo, gravity, invisibility, system wide code security) from se4 or my sets of plague levels, or my battery system for electric weapon (whose power depends on the number of battery onboard), or like the possibility to make requirement level-dependent for techs...

SO I can add one more and wait with you for correction !
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  #2  
Old November 17th, 2006, 09:59 AM
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Default Re: Unit Launch options

I agree that was a really poor example for me to pick. Funny enough the only reason I did is that I thought using a component from the stock files was the best bet. Oh well! Anyway let me take a look at your spreadsheet, I can imagine several of the elements you are trying to make coming together; however, without a look or detailed understanding of some kind I can’t really help.
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Old November 17th, 2006, 04:07 PM

Elsemeravin Elsemeravin is offline
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Default Re: Unit Launch options

You can find most of my non-yet working ideas around here as in below threads, but all of them need Aaron work:

Plague extension
Facilities building tree

And here for the sensor/cloak design:

Re: Modding SEV Thread Questions [Re: Q]
#453696 - Sat Oct 07 2006 03:20 PM


To know about the working one you'll have to wait for the release

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Old November 21st, 2006, 11:09 PM
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Default Re: Unit Launch options

From the chat interview a few weeks ago:
Quote:
[20:03] Combat_Wombat: Noble713 asks: Any possibility of removing hard-coded component limitations, such as only one Afterburner per fighter effective?

[20:04] Malfador: Its not so much a hard-coded limitation. Its more of a Min function on the ability type. So that 2 afterburners don't give you double the effect.
Anyone come up with any work-arounds that will enable stackable afterburners? I haven't been able to find a way of changing the "Min function on the ability type" that Aaron mentions. I tried using Get_Design_Ability_Total and an AI Tag to set the combat movement generated by each component = to the total number of engines. I added this ability to both the individual engine components and to the vehicle hulls themselves and neither worked.

It's really annoying b/c I've used Get_Design_Ability_Total in both files before and it has worked (component-based crew AI Tag, and a hull requirement of having sufficient crew quarters/life support for the crew AI Tag).
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Old November 23rd, 2006, 02:50 AM

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Default Mod Logo

What is the format for custom mod logos when starting a new game?

When I create a bitmap for my mod logo it says it cannot find the file. I have checked the Mod Definitions and the name of the file in the text is the exact name of the bitmap file. I dont know what else to do.

EDIT: Hmmm. I just changed the file format to jpeg and it works. What is the settings for bitmaps?
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